Help with the menu

Discussion in 'RGSS3 Script Requests' started by kiriyubel, Jan 17, 2019.

  1. kiriyubel

    kiriyubel Villager Member

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    Good day, all. I hope this is the right place to post this:

    I'm using RPG Maker VX Ace, and I'm making a game in which there will be no combat, so, no Skills, no Weapons, no Armours, etc.
    I need a menu which will give me the options: Notes, People, Events, and Conclusions, and these option will each lead to the respective lists of topics that open pages of information.
    I've tried achieving this by making the Skills, Equip, Status, and Formation options gone, and changing: Items, Weapons, Armours and Key Items into the above options, and I love the way it looks, but Weapons and Armours don't let me call Common Events which would let me open pages of text like Items and Key Items do (when you create the items).
    And I repeat again, I'm using RPG Maker VX Ace.

    If anyone have an idea for me, I'll appreciate it.
     
    #1
  2. Andar

    Andar Veteran Veteran

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    any menu change will require a script.
    I suggest you make a script request, and it should include better description and possibly even mockuppictures on how you want the menu to look like.
     
    #2
  3. mlogan

    mlogan Global Moderators Global Mod

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    I've moved this thread to Script Requests. Please be sure to post your threads in the correct forum next time. Thank you.


    Please add additional information as Andar suggested.
     
    #3
  4. kiriyubel

    kiriyubel Villager Member

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    I'm trying to get something like this:
    [​IMG]

    This is an image I found on the page of the game: X-Noir (developed by: Stoic and Volrath), but so far I haven't seen it in the game, and it seems old so I don't know if it's still in the game, and I don't know how it actually works.
     
    #4
  5. ZirconStorms

    ZirconStorms VX & VX Ace Scripts Veteran

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    Bit late to this request, but hopefully it helps someone out. Let me know if you find any issues.
    I'll make an official script post + demo for this soon.
    Code:
    #==============================================================================
    #
    # ** Title: Category Items 1.0
    #    Created: April 2019 (Forum request)
    #
    #------------------------------------------------------------------------------
    #
    # Instructions:
    # Type <weapon> in an item's note window for it to be shown in the Weapons tab.
    # Type <armor> in an item's note window for it to be shown in the Armor tab.
    #
    # >> Items can only be given one notetag. You can give notetags to Key Items.
    # >> Armors and Weapons will still appear in the Items menu.
    #
    #------------------------------------------------------------------------------
    # !! Don't remove the author's name from this script header. 
    #------------------------------------------------------------------------------
    #
    # Script is allowed for commercial and non-commercial games.
    # In the game's credits or read.me, credit "TV.Ghost" or "Makorie"
    #
    #==============================================================================
    
    module GhostChecker
        WeaponTagRegex = /<weapon>/i
        ArmorTagRegex = /<armor>/i
    end
     
    class Window_ItemList < Window_Selectable
      alias ghost_include include?
      def include?(item)
        case @category
        when :item #no tags
          item.is_a?(RPG::Item) && !item.key_item? && item.note == ""
        when :weapon
          item.is_a?(RPG::Weapon) || item.is_a?(RPG::Item) && item.note =~ GhostChecker::WeaponTagRegex
        when :armor
          if item.is_a?(RPG::Armor)
            true
          else
          item.is_a?(RPG::Item) and item.note =~ GhostChecker::ArmorTagRegex
          end
        when :key_item #no tags
          item.is_a?(RPG::Item) && item.key_item? && item.note == ""
        else
          false
        end
      end
    end
     
    #5
    Ebanyle likes this.
  6. kiriyubel

    kiriyubel Villager Member

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    This is what I was initially looking for. Thank you very much! It's simple and easy to understand, and so far I see no issues. Once again, thank you!
     
    #6
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